Checking what I've built.

Post » Fri May 13, 2011 7:43 pm

Hi to all GECKinators...

I'm just starting out, and am having some confusion about how the saves work: I made the lovely rusty vault out of the tutorial and took a walk around in it, and I noticed a couple of mistakes-- open seams between walls so you can see out into the void, a wall where there needed to be a window, etc. I Alt-tabbed out of NV and fixed the rooms, saved in the GECK, popped the game back up, but when I consoled over to my vault, it loaded the earlier, unfixed one.

Is there something I need to have done in addition to saving in the Geck, and does anyone have a smooth 'n easy protocol for going in and out of the game world to look at changes?

Also, I was wondering about the COCobject that dictates where you spawn. I didn't see any visual indicator of it when I dragged it onto the preview window from the object window, and so far I've spawned in 3 different locations in the vault complex. Is there a more precise coc method, so you pop in, say, just inside the first door, or is that a function of the doors between cells themselves (which I haven't got to yet)?

Thanks, all! This is pretty addictive fun!
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Jonny
 
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Post » Fri May 13, 2011 5:44 am

When testing a mod, it's important to use a "clean" save. My understanding is that this means using a save game that had no mods loaded at the time when it was created... meaning just the FalloutNV.esm loaded. When you're ready to test your mod, just load the clean save and you shouldn't run into any problems. I would also recommend loading only your mod and not any other mods when testing.

As for transporting your character to the location of your mod, I always just use doors to accomplish this. I'm not familiar with the COCobject you mentioned, but most doors are basically teleporters that transport you from one cell to another. After you place a door object in the game world, you can double click on it and edit the information under the teleport tab to link it to another door. Make sure to flag your door as a persistent reference too. Once the door is set up to teleport, a yellow door marker will automatically be created for both of the linked doors. The door marker is what dictates where the player will "spawn" when entering the cell. You will notice the door marker has a little pointer on it, and you can use this to control where the player faces after using the door.
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Romy Welsch
 
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Post » Fri May 13, 2011 4:19 pm

There is no way to make a change in geck and have the new data display in the same game. You need to exit the game and go back in. You can spot most placement errors by viewing in the render window. It takes some practice to navigate in the render window, but it does work. That takes a lot less time than exiting the game and re-entering.

For coc, the marker has to be there somewhere. Sometimes it may be placed at a huge Z altitude. If you can find it listed in the right hand side of the cell window, then you can right click on that and use the "view" menu choice to locate it. The coc marker is a blue box, where the door marker is a yellow box. It is precise, once you find the marker.
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Roberto Gaeta
 
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Post » Fri May 13, 2011 7:42 pm

Thanks you guys!

Flightsim, do you think it's necessary to uninstall other mods from my FOMM, or can I just have them unchecked and load a pre-mod-installation save? And come to think about it, that might be a pre-latest-patch save, too, since I started the first day the game came out. hmm...

Davidlallen, I'll go looking at high X altitude, and probably make a nice door next.
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Anna Watts
 
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Post » Fri May 13, 2011 9:08 am

I don't use FOMM so I'm not exactly sure how that program works, but you should just be able to disable/uncheck the other mods. Most mods aren't really "installed" as I understand it... they are merely enabled by checking the associated .esp file. That's the great thing about modding the game... you can never break it or permanently change something. I wouldn't worry too much about the patches being different... but if you want just make a new clean save with your latest patch version and use that for testing mods.
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Ryan Lutz
 
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Post » Fri May 13, 2011 7:29 pm

My recollection is that if you're looking at a building, you should be able to fast travel away then fast travel back and cell will reload and show your changes.
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Antony Holdsworth
 
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